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DC HeroClix: Justice League - Trinity War

DC HeroClix: Justice League Trinity War: Justice League Dark Strategy Article!

Greetings HeroClix fans!

In an effort to bring you the best coverage we can for the DC HeroClix Justice League: Trinity War set, we’ve endeavored to bring you some team-building articles focused on themes from the set.  Today’s piece will bring you a 300-, 400-, and 500-point team featuring one of our favorite keywords, the Justice League Dark!

250px-Justiceleaguedark

One of the things you’ll notice right off the bat with the Justice League Dark is that many of the characters featuring that keyword have great synchronicity from their traits or special powers, typically keying off of the caveat of “When adjacent to a friendly character with the Justice League Dark keyword.”  While the positioning can be challenging, the Dark league can be incredibly effective when used well.

For our 300-point team, we chose to combine solid range with strong powers, close combat, and major-league versatility and support.  First on the team is the previously seen Blue Devil at 135 points.  His dial and abilities speak for themselves, and his trait – Demon Hunter – allows for friendly adjacent, or friendly characters with the Justice League Dark keyword to ignore the Mystics team ability.  Next on the team is Zatanna, who offers a bevy of powers like Outwit, Pulse Wave, and Support.  Her trait, Ananym, grants versatility to the team by allowing Zatanna to begin on either click 1 or click 6, with her dial either proceeding normally down the dial, or moving in reverse toward the front.

046-blue-devil

 

Zatanna

Also on this team, and coming in at a slight 44 points, is Black Orchid.  Possessing a very straightforward dial for close combat, Black Orchid brings some tie-up and punch to an otherwise all-range squad.  Don’t forget her opening two clicks with Charge and Super Strength which, when paired with her Shape Change power, will mean that even at only 44 points Black Orchid will be a major tie up piece that will hopefully allow for you to position Blue Devil and Zatanna to blast your opponent with ranged attacks or, in a pinch, use Zatanna’s Telekinesis to get Black Orchid out of danger.

Black orchid

Our next team comes in at 392 points, and features Black Orchid returning to fill a secondary tie-up role.  Joining her as the primary close combat fighter is Frankenstein, whose indomitable undead body will allow for the monster to push in consecutive turns.  He also has a special power in the middle of his dial called Necronauts, which states that when Frankenstein or a friendly character KO an opposing character of over 50 points, all friendly characters with the Justice League Dark keyword can be given a move action as a free action this turn.

Frankenstein

Also on the team as a bothersome floater who fills many roles, Deadman brings some fun design to the equation with two sets of countdown clicks, making him incredibly difficult to permanently eliminate.  His trait, Whose Body Am I In? grants Deadman both Phasing/Teleport and Shape Change, but also makes it that when an adjacent friendly character with the Justice League Dark keyword makes an attack, opposing characters can’t use Shape Change.  Joining them on the team are Tim Hunter, whose trait prevents opposing characters from using Probability Control against adjacent friendly characters with the Justice League Dark keyword, and John Constantine, whose trait We Operate From The Shadows, Alright? grants him and adjacent friendly characters with the Justice League Dark keyword the ability to use Stealth.

055-tim-hunter

Constantine

madame xanadu

Finally, we have a 489-point team which returns both John Constantine and Tim Hunter to the front lines in the war on evil.  Joining them is Madame Xanadu, the definition of a support piece.  Her standard powers of Telekinesis, Probability Control, Outwit, and Stealth make her an ideal back-line player, but don’t be shy about using Penetrating/Psychic Blast if the opposition gets in too close.  She also has the trait It’s In the Cards, which states that when an opposing character targets either Madame Xanadu or a friendly adjacent character with the Justice League Dark keyword with an attack, you’ll be able to choose a number between 1 and 6.  After the actions resolve, you’ll be able to heal one damage to that character for each die in the final attack roll showing the chosen number.

024-I-vampire

Also along on the 500-point level squad is the powerhouse I, Vampire, played at his 170-point starting line.  A brutal mixture of power, destruction, and support in areas, I, Vampire is likely to be the focus of your opponents’ aggression.  Which is precisely where Black Orchid comes into play, this time represented in her dial from the DC HeroClix Justice League: Trinity War gravity feed primer!  This version of the character comes in at 90 points, and features a lot of the same abilities as her main set version (albeit on a longer dial), with one notable exception:  her trait, Shape Shifters & Con Artists.  This trait states that when she’s part of a Justice League Dark themed team, the first time each game a friendly character not named Black Orchid would be dealt damage by an attack, you may instead choose to deal that damage to Black Orchid.  If you choose to do this, you would then place Black Orchid and the friendly character in each other’s squares.

So, there you have it – our picks for Justice League Dark theme teams at 300-, 400-, and 500-point levels.  The 400- and 500-point teams allow for you to play around with Relics and lower-cost Resources to help fine tune your teams to your play style.  Be sure to mix and match teams until you find something that works for you, and make sure you’re looking towards a team that plays naturally and can support itself strongly in most situations!

Until next time, keep rolling sixes and shape change for the win!

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DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Frankenstein & Zatanna!

Greetings HeroClix Fans!

We’re here with another pair of awesome previews from the upcoming DC HeroClix: Justice League – Trinity War set! After the Justice League was defeated by Enchantress they knew they needed a team to face threats of a magic nature. Enter the Justice League Dark. We have two members of that team to show you and first up is Frankenstein!

Frankenstein

Frankenstein is a creature made of parts stitched together from multiple corpses and because he is neither dead nor alive, he is considered to be immortal. Coming in at 93 points, Frankenstein is an adept attacker. He excels as a close combat character with his possession of the Indomitable combat symbol and a single target range of four. He starts his 7 click dial with Charge, Toughness, and the special power Archangel’s Sword. This powers allows Frankenstein to use Blades/Claws/Fangs. When he does and the result is 4-6, hit characters can’t be healed this game, even if this power is lost. The way this power works, even if his damage dealt is reduced to zero, they still can’t heal. However, his damage never goes below a three on his entire dial, so choosing to deal his printed damage is an option as well.

On click 3, Frankenstein now possesses Outwit and the special movement power, Necronauts. It says when Frankenstein or a friendly character KO an opposing character with a point value of 50 or more with an attack, all friendly characters with the Justice League Dark keyword can be given a move action as a free action this turn. This is great either for pressing on with attacks or for regrouping your team to reassess the situation.

On click 5 Frankenstein changes to Combat Reflexes and Close Combat Expert. At this point his attack has dropped to a 9 but his damage has gone up to a 4 so you can put some of the modification into attack and still do a lot of damage. End of dial he gains Sidestep and last click he gets Regeneration giving him the chance to get back to click 4 again. Frankenstein has the Creature Commandos, Justice League Dark, Monster, Past, Seven Soldiers,  and the  Soldier keywords so making a theme team with him is easy. Frankenstein is really a great close up and your face figure, but he needs some support and someone to take care of his attackers from range. In that role, we’re pleased to introduce the powerful mistress of magic, Zatanna!

Zatanna

An ananym is a word whose spelling is derived by reversing the spelling of another word. This may be an unusual way to start a preview, but it is the name of Zatanna’s trait called Ananym. It states when you place your characters at the start of the game, you may turn Zatanna to click 6. If you do, this game turn her dial counter-clockwise when she is damaged and clockwise when she is healed and she can’t heal past click 6. This trait can’t be ignored. Let’s start at with click 6!

Zatanna has a point cost of 120, which buys you the Flier combat symbol, and a six range with 2 targets. She possesses the Celebrity, Justice League Dark, Mystical, and Shadowpact keywords as well as the Justice League and Mystics team abilities. Add the Shadowpact ATA to her and she will ignore other characters Mystics damage.

On click 6, Zatanna stars with Sidestep, Telekinesis, Defend, and the special damage power pleH mehT that says to give Zatanna a free action and choose one of the following to last until your next turn: Zatanna can use Barrier and Perplex or Zatanna can use Enhancement and Probability Control. She is taking more of a support role here than an attacker role. And speaking of support, she swaps out pleH mehT with Support on clicks 5 and 4. On click 5, her 11 attack and 16 defense with Defend will almost guarantee she’ll be able to heal her teammates.

Midway in her dial on clicks 4 and 3, Zatanna is transitioning to a more aggressive attacker and her Pulse Wave and that will ensure your opponent keeps their distance from her. Toughness will help reduce any damage she takes and keep her on the map.  Her last 2 clicks, her powers are the same on both clicks, Running Shot, Energy Shield/Deflection, Outwit, and the special attack power gnignitS skcigaM that says Zatanna can use Penetrating/Psychic Blast and Precision Strike. He mobility and attacks are high as well as her damage. You get to make the choice of which end she starts her dial on and either can make sense depending on your team and your strategy. One thing is for sure; ll’uoy evol gniyalp annataZI

That’s all we have for today, join us again soon for the next preview from the DC HeroClix: Justice League – Trinity War set!

 

 

 

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Justice League Preview

ecitsuJ eugaeL kraD: Zatanna!

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Woof! THAT’S not as easy as it looks! The subject of today’s DC HeroClix: Justice League preview has followed in her father’s footsteps as an on-stage illusionist and a practitioner of real magic off stage!  From the pages of Justice League Dark, please welcome Zatanna!

 

A quick glance at Zatanna’s character card reveals that all her powers are written backwards, a nod to her preferred method of spell casting!  Zatanna clocks in at 90 points and leaves plenty of room on a force for other members of Justice League Dark, many of whom are featured in the DC HeroClix: Justice League set!  This set features 20 ALL-NEW unique sculpts and dials based on characters from DC’s New 52 Universe.

Recruited by Madame Xanadu  into the ranks of Justice League Dark to battle a crazed Enchantress, Zatanna begins her dial with Phasing/Teleport (Tropelet) in her movement slot.  Offensively, she packs a punch with Penetrating/Psychic Blast (Citsym Gnits) in the attack slot of her first and third clicks.  Zatanna’s stage persona is represented by three clicks of Super Senses (Kcirt fo Eht Thgil) in her defense slot.  Perplex (Rewopme) is assigned to the first and third clicks of her damage slot.

Once Zatanna is off her top click, she drops Phasing/Teleport in favor of a special power, Raelc Dnim, which allows her to target a friendly character within four squares and line of fire.  Until your next turn, the target character can’t be affected by Outwit or PerplexZatanna can use Raelc Dnim if she’s given a power action; however, she can also use the power as a free action if she has no action tokens!

On her second and fourth clicks, Zatanna changes her attack power to Energy Explosion (Nommus Erif), which comes in handy with her range of six and two targets.  Sandwiched between her Perplex clicks is Probability Control (Igam).  Defensively, Zatanna switches strategies on her fourth click by replacing Super Senses with Energy Shield/Deflection (Tcetorp Em!) to make it difficult to hit her with ranged attacks.  A new power, Exploit Weakness (Egats Noisulli), appears in her damage slot.

Phasing/Teleport returns on Zatanna’s last two clicks, along with a choice:  Regeneration (Laeh Em) appears in her defense slots and allows Zatanna to heal herself.  Support (Laeh Uoy) occupies her damage slots and allows her to heal others.

Zatanna has two team abilities, Mystics and Justice League, along with the Mystical and Justice league keywords.

Thanks for reading!  Please join us for our next DC HeroClix: Justice League preview when we check in with the New 52 Universe’s most dangerous mercenary!  Until then, keep your Clix off their KOs!